Browse Source

Remove useless casts.

zombie-x
Andrey Akhmichin 5 years ago
parent
commit
3a6b54c8f8
  1. 2
      dlls/python.cpp
  2. 4
      dlls/zx/ak47.cpp
  3. 3
      dlls/zx/auto_shotgun.cpp
  4. 2
      dlls/zx/eagel.cpp
  5. 2
      dlls/zx/hands.cpp
  6. 26
      dlls/zx/minigun.cpp
  7. 2
      dlls/zx/mp41a.cpp
  8. 2
      dlls/zx/op_eagle.cpp
  9. 2
      dlls/zx/shockgun.cpp
  10. 2
      dlls/zx/swort.cpp
  11. 2
      dlls/zx/uzi.cpp

2
dlls/python.cpp

@ -164,7 +164,7 @@ void CPython::SecondaryAttack( void ) @@ -164,7 +164,7 @@ void CPython::SecondaryAttack( void )
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition

4
dlls/zx/ak47.cpp

@ -158,7 +158,7 @@ void Cak47::PrimaryAttack() @@ -158,7 +158,7 @@ void Cak47::PrimaryAttack()
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usak47, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usak47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
@ -228,7 +228,7 @@ void Cak47::SecondaryAttack( void ) @@ -228,7 +228,7 @@ void Cak47::SecondaryAttack( void )
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usak47, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usak47, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition

3
dlls/zx/auto_shotgun.cpp

@ -181,7 +181,7 @@ void CShotgunA::PrimaryAttack() @@ -181,7 +181,7 @@ void CShotgunA::PrimaryAttack()
vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
}
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
@ -324,4 +324,3 @@ void CShotgunA::WeaponIdle( void ) @@ -324,4 +324,3 @@ void CShotgunA::WeaponIdle( void )
}

2
dlls/zx/eagel.cpp

@ -209,7 +209,7 @@ void CEagel::EagelFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) @@ -209,7 +209,7 @@ void CEagel::EagelFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagel1 : m_usFireEagel2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagel1 : m_usFireEagel2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime );

2
dlls/zx/hands.cpp

@ -196,7 +196,7 @@ int CHands::Swing( int fFirst ) @@ -196,7 +196,7 @@ int CHands::Swing( int fFirst )
#endif
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usHands,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
0.0, g_vecZero, g_vecZero, 0, 0, 0,
0.0, 0, 0.0 );

26
dlls/zx/minigun.cpp

@ -166,7 +166,7 @@ void CMinigun::PrimaryAttack() @@ -166,7 +166,7 @@ void CMinigun::PrimaryAttack()
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usminigun, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usminigun, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
@ -240,7 +240,7 @@ void CMinigun::SecondaryAttack( void ) @@ -240,7 +240,7 @@ void CMinigun::SecondaryAttack( void )
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usminigun, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usminigun, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
@ -320,7 +320,7 @@ class CMinigunAmmoClip : public CBasePlayerAmmo @@ -320,7 +320,7 @@ class CMinigunAmmoClip : public CBasePlayerAmmo
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_minigun, CMinigunAmmoClip );
LINK_ENTITY_TO_CLASS( ammo_minigun, CMinigunAmmoClip )
class CMinigunChainammo : public CBasePlayerAmmo
{
@ -345,23 +345,5 @@ class CMinigunChainammo : public CBasePlayerAmmo @@ -345,23 +345,5 @@ class CMinigunChainammo : public CBasePlayerAmmo
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_minigunbox, CMinigunChainammo );
LINK_ENTITY_TO_CLASS( ammo_minigunbox, CMinigunChainammo )

2
dlls/zx/mp41a.cpp

@ -180,7 +180,7 @@ void CMP41a::PrimaryAttack() @@ -180,7 +180,7 @@ void CMP41a::PrimaryAttack()
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP41a, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usMP41a, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition

2
dlls/zx/op_eagle.cpp

@ -180,7 +180,7 @@ flags = FEV_NOTHOST; @@ -180,7 +180,7 @@ flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

2
dlls/zx/shockgun.cpp

@ -156,7 +156,7 @@ void CShockRifle::PrimaryAttack() @@ -156,7 +156,7 @@ void CShockRifle::PrimaryAttack()
// SendWeaponAnim( SHOCK_FIRE );
//shock event
flags = 0;
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usShockFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, m_iBeam, 0, 0);
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usShockFire, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, m_iBeam, 0, 0);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shock_fire.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));

2
dlls/zx/swort.cpp

@ -215,7 +215,7 @@ int CSwort::Swing( int fFirst ) @@ -215,7 +215,7 @@ int CSwort::Swing( int fFirst )
if( fFirst )
{
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usSwort,
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
0.0, g_vecZero, g_vecZero, 0, 0, 0,
0.0, 0, 0.0 );
}

2
dlls/zx/uzi.cpp

@ -168,7 +168,7 @@ void CUZI::PrimaryAttack() @@ -168,7 +168,7 @@ void CUZI::PrimaryAttack()
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usUZI, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usUZI, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition

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